;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   Rules.txt file for the scenario:
;   Gtterdmmerung - The Downfall of the Third Reich, Part I
;   STephan Sander, August 2003
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
20      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
2       ; City size for first unhappiness at Chieftain level
8       ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
25      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
0       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
30      ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
US Army Air Force,	1, 0,  E2,  nil, 0, 3    ; AFl	0
Medium Tank Design,	1, 0,  Ato, nil, 1, 0    ; Alp
Improved Medium Tank,	1, 0,  Alp, Ast, 1, 0    ; Amp
Sloped Armor,		1, 0,  Ato, nil, 1, 0    ; Ast
Halftrack Carriers,	1, 0,  Mob, nil, 1, 0    ; Ato
United States,		1, 0,  nil, nil, 0, 2    ; Aut	5
Heavy Tank Design,	1, 0,  Bro, nil, 1, 0    ; Ban
Civil Infrastructure,	1, 0,  nil, nil, 0, 4    ; Bri
Advanced Armor Design,	1, 0,  Amp, nil, 1, 0    ; Bro
War Propaganda,		1, 0,  nil, nil, 1, 1    ; Cer
Improved Heavy Tank,	1, 0,  Ban, nil, 1, 0    ; Che	10
Infantry Reorganizaion,	1, 0,  Csc, nil, 1, 0    ; Chi
Tank Destroyer Design,	1, 0,  Amp, PT,  1, 0    ; CoL
Combined Arms,		1, 0,  nil, nil, 0, 0    ; CA
Self-propelled Artillery,1,0,  Alp, nil, 2, 1    ; Cmb
None,			1, 0,  no,  no,  0, 0    ; Cmn	15
Sturmgeschtze,		1, 0,  Cmb, Gun, 2, 1    ; Cmp
Conscription,		1, 0,  nil, nil, 0, 0    ; Csc
Construction,		1, 0,  nil, nil, 1, 1    ; Cst
SP Howitzer,		1, 0,  Cmb, Ind, 2, 1    ; Cor
SP Heavy Artillery,	1, 0,  Cmb, E2,  2, 1    ; Cur	20
None,			1, 0,  no,  no,  0, 0    ; Dem
Red Army,		1, 0,  nil, nil, 1, 2    ; Eco
Canadian 1st Army,	1, 0,  Env, nil, 2, 3    ; E1
US Armed Forces,	1, 0,  nil, nil, 0, 2    ; E2
150mm Field Artillery,	1, 0,  Eco, Plu, 1, 2    ; Eng	25
British Armed Forces,	1, 0,  nil, nil, 2, 2    ; Env
Fighter-Bombers,	1, 0,  Feu, FP,  3, 4    ; Esp
Improved Tank Destroyers,1,0,  CoL, nil, 1, 0    ; Exp
Interceptors,		1, 0,  Fli, nil, 3, 4    ; Feu
Air Forces,		1, 0,  nil, nil, 3, 4    ; Fli	30
National Socialism,	1, 0,  nil, nil, 3, 2    ; Fun
Bomber Warfare,		1, 0,  Fli, nil, 3, 4    ; FP
Medium Bomber,		1, 0,  FP,  nil, 3, 4    ; Gen
None,			1, 0,  no,  no,  0, 0    ; Gue
Wehrmacht,		1, 0,  nil, nil, 3, 1    ; Gun	35
Heavy Bomber,		1, 0,  Gen, nil, 3, 4    ; Hor
United Kingdom,		1, 0,  nil, nil, 2, 2    ; Ind
Third Reich,		1, 0,  nil, nil, 3, 2    ; Inv
Rocketry Research,	1, 0,  Fli, nil, 3, 0    ; Iro
Solid Fuel Rocket,	1, 0,  Iro, nil, 3, 0    ; Lab	40
Vergeltungswaffen,	1, 0,  Iro, Inv, 3, 2    ; Las
V1 Flying Bomb,		1, 0,  Las, Lab, 3, 2    ; Ldr
Ballistic Missile,	1, 0,  Lab, nil, 3, 0    ; Lit
A4/V2 Missile,		8, 0,  Lit, Las, 3, 2    ; Too
Aircraft Research,	1, 0,  Fli, nil, 3, 4    ; Mag	45
Jet Engine,		1, 0,  Mag, nil, 2, 4    ; Map
Jet Aircraft Design,	6, 0,  Map, nil, 2, 4    ; Mas
Jet Fighter,		6, 0,  Mas, nil, 2, 4    ; MP
Air Superiority,	1, 0,  Esp, nil, 3, 4    ; Mat
Volkssturm Recruitment,	8, 0,  Gun, nil, 3, 2    ; Med	50
Ship Design I,		1, 0,  Min, nil, 2, 0    ; Met
Naval Warfare,		1, 0,  nil, nil, 2, 0    ; Min
Armoured Warfare,	1, 0,  nil, nil, 1, 0    ; Mob
None,			1, 0,  no,  no,  0, 0    ; Mon
Administration,		1, 0,  nil, nil, 0, 4    ; MT	55
German Propaganda,	1, 0,  Inv, Cer, 3, 2    ; Mys
Ship Design II,		1, 0,  Met, nil, 2, 0    ; Nav
Ship Design III,	1, 0,  Nav, nil, 2, 0    ; NF
Submarine Warfare,	1, 0,  Min, Inv, 3, 2    ; NP
Waffen SS,		1, 0,  nil, nil, 3, 3    ; Phi	60
Submarine Design,	1, 0,  NP,  nil, 3, 2    ; Phy
Free French Troops,	1, 0,  nil, nil, 1, 3    ; Pla
Artillery Design,	1, 0,  nil, nil, 2, 1    ; Plu
Anti-Tank Guns,		1, 0,  Plu, nil, 2, 1    ; PT
Anti-Aircraft Guns,	1, 0,  Plu, nil, 2, 1    ; Pot	65
None,			1, 0,  no,  no,  0, 0    ; Rad
None,			1, 0,  no,  no,  0, 0    ; RR
Infantry Support Bomber,1, 0,  Esp, nil, 3, 4    ; Rec
Refining,		1, 0,  nil, nil, 1, 1    ; Ref
Fuel Rationing,		1, 0,  Ref, nil, 1, 1    ; Rfg	70
None,			1, 0,  no,  no,  0, 0    ; Rep
Weapon Industry,	1, 0,  nil, nil, 1, 1    ; Rob
whatever,		1, 0,  no,  no,  0, 0    ; Roc
whatever,		1, 0,  no,  no,  0, 0    ; San
whatever,		1, 0,  no,  no,  0, 0    ; Sea	75
whatever,		1, 0,  no,  no,  0, 0    ; SFl
whatever,		1, 0,  no,  no,  0, 0    ; Sth
whatever,		1, 0,  no,  no,  0, 0    ; SE
whatever,		1, 0,  no,  no,  0, 0    ; Stl
Warsaw captured,	1, 0,  no,  no,  1, 2    ; Sup	80
Rocket Artillery,	1, 0,  Lab, Eco, 1, 2    ; Tac
Amsterdam liberated,	1, 0,  no,  no,  0, 3    ; The
Soviet Union,		1, 0,  nil, nil, 1, 2    ; ToG
Wolfsschanze destroyed,	1, 0,  no,  no,  3, 2    ; Tra
Frhlingserwachen,	1, 0,  no,  no,  3, 2    ; Uni	85
Ardennes Offensive,	1, 0,  no,  no,  3, 2    ; War
Berlin taken!,		1, 0,  no,  no,  3, 2    ; Whe
Budapest liberated,	1, 0,  no,  no,  1, 2    ; Wri
Battle Plan Update,	1, 0,  nil, nil, 0, 0    ; ...
Wien captured,		1, 0,  no,  no,  3, 2    ; U1	90
Mnchen captured,	1, 0,  no,  no,  3, 2    ; U2
Hamburg captured,	1, 0,  no,  no,  3, 2    ; U3
Essen captured,		1, 0,  no,  no,  3, 2    ; X1
Strasbourg liberated,	1, 0,  no,  no,  0, 3    ; X2
Antwerpen liberated,	1, 0,  no,  no,  0, 3    ; X3	95
NOT United States,	1, 0,  nil, nil, 0, 0    ; X4
NOT United Kingdom,	1, 0,  nil, nil, 0, 0    ; X5
NOT Soviet Union,	1, 0,  nil, nil, 0, 0    ; X6
NOT Third Reich,	1, 0,  nil, nil, 0, 0    ; X7

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,		  1, 0,	nil,
Headquarters,		100, 2,	nil,
Army Base,		 20, 4,	nil,
Supply Depot,		 20, 2,	Mob,
Propaganda Office,	 10, 1,	Cer,
Light Industry,		 20, 2,	Bri,
Design Bureau,		 20, 2,	Rob,
City Services,		 20, 2,	Bri,
Anti-Tank Defence,	 20, 1,	PT,
Sewage Plant,		 20, 2,	MT,
Stadium,		 40, 2,	MT,
Garrison,		 20, 3,	nil,
Aircraft Factory,	 40, 4,	Fli,
None,			 20, 4, no,
Volkssturm Recruitment,	 40, 4,	Med,
Factory,		100, 6, nil,
Industrial Complex,	150, 8,	Rob,
None,			 30, 0,	no,
Steel Mill,		 70, 4, nil,
Oil Refinery,		 80, 4, Ref,
Tank Factory,		120, 4,	Mob,
Synthetic Fuel Plant,	 90, 2, Ref,
Railway Connection,	 90, 2,	nil,
Labour Service,		 40, 3,	nil,
Fuel Rationing,		 50, 4, Rfg,
Commercial District,	 50, 4, MT,
Secret Weapons Complex,	100, 3, Iro,
Flak Defence,		 30, 3,	Pot,
Naval Defence,		 30, 3, Min,
Ammunition Plant,	 50, 4,	nil,
Naval Industry,		 30, 2,	Bri,
Shipyard,		 60, 3,	MT,
Airbase,		 50, 6,	Fli,
Detention Camp,		 10, 2,	nil,
Naval Base,		 50, 2,	Min,
None,			 30, 0, no,
None,			 30, 0, no,
None,			 30, 0, no,
(War Bonds),		 60, 0, nil,
Supply Center,		 20, 4,	X3,
Party Rally Ground,	 20, 4,	nil,
Silesian Arms Industry,	 20, 6, nil,
U-Boot Flotte,		 20, 6, nil,
SHAEF,			 20, 4, nil,
Anschluss 1938,		 20, 4,	nil,
whatever,		 20, 0, no,
whatever,		 20, 0, no,
Ball Bearing Industry,	 20, 8,	nil,
Arc de Triomphe,	 20, 4, nil,
NSDAP Party Headquarter, 20, 8, nil,
Peenemnde Complex,	 20,10, nil,
Royal Navy,		 20,10, nil,
Reichstag,		 20, 6,	nil,
Knigsberg Castle,	 20, 4,	nil,
American HQ,		 20,10, nil,
Communist Polish Regime, 20, 6, Sup,
Lend-Lease Act,		 20,10, nil,
Protectorate 1939,	 20, 4, nil,
OKW,			 20,10, nil,
Neue Reichskanzlei,	 20, 8, nil,
British HQ,		 20,10, nil,
whatever,		 20, 0, no,
Manhattan Project,	400,10,	no,
United Nations,		400,10,	no,
None,			 20, 0, no,
whatever,		 20, 0, no,
Ruhr Valley Industries,	 20, 8, nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
Aut,        ; Great Library
U1,         ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
T-34/85 44,		X6,  0,  3.,0,  6a,6d,  3h,3f, 10,0,  5, Alp, 000000000000000
Waffen SS,		nil, 0,  2.,0,  5a,5d,  3h,2f, 15,0,  3, Phi, 000000001000000
Panzergrenadiere,	X7,  0,  2.,0,  4a,4d,  4h,2f, 20,0,  1, Chi, 000000001000000
Wehrmacht,		nil, 0,  2.,0,  4a,4d,  2h,2f, 15,0,  1, Gun, 100000001000000
B-17E Flying Fortress,	X4,  1, 24.,3, 16a,2d,  2h,3f, 25,0,  0, Gen, 000000000000000
Red Army Rifle Infantry,nil, 0,  2.,0,  4a,4d,  2h,1f,  5,0,  1, Eco, 000000001000000
P-51D Mustang,		X4,  1, 12.,2,  5a,5d,  3h,4f, 15,0,  3, Feu, 100000000010001
P-47D Thunderbolt,	X4,  1, 12.,2,  5a,4d,  3h,6f, 15,0,  3, Esp, 100000001010001
Red Guard,		X6,  0,  2.,0,  5a,5d,  3h,2f, 10,0,  0, Chi, 000100000000000
Airbase,		nil, 0,  0.,0,  0a,9d,  5h,5f, 26,0,  1, no,  010000010000001
US Infantry,		nil, 0,  2.,0,  4a,4d,  4h,2f, 10,0,  1, E2,  000000001000000
StuH 42 Ausf G,		nil, 0,  2.,0,  6a,4d,  3h,2f, 20,0,  0, Cmp, 000010001000000
UK Infantry,		nil, 0,  2.,0,  4a,4d,  3h,1f, 10,0,  1, Env, 000000001000000
Airborne Infantry,	X4,  0,  2.,0,  4a,4d,  3h,2f, 15,0,  3, CA,  000010100000001
Motor Rifles,		X6,  0,  4.,0,  4a,4d,  3h,1f, 15,0,  5, Mob, 000000001000000
Canadian Infantry,	nil, 0,  2.,0,  4a,4d,  3h,1f, 10,0,  1, E1,  000000001000000
Field Artillery,	nil, 0,  2.,0,  8a,1d,  2h,5f, 10,0,  0, Eng, 000000001000000
Me Fw-190D,		X7,  1, 12.,2,  5a,4d,  3h,2f, 15,0,  3, Mat, 000000000010001
Me Bf-109G,		X7,  1, 10.,2,  4a,4d,  2h,3f, 10,0,  3, Feu, 000000000010001
Yak-9D,			X6,  1, 10.,2,  5a,5d,  3h,4f, 10,0,  3, Feu, 100000000010001
PzKpfw IV Ausf H,	X7,  0,  3.,0,  6a,6d,  3h,2f, 20,0,  0, Alp, 000000000000000
Sherman VC,		X5,  0,  3.,0,  6a,6d,  3h,4f, 12,0,  5, Amp, 000000000000000
M4A3E2 Sherman,		X4,  0,  3.,0,  6a,5d,  2h,2f, 10,0,  5, Alp, 000000000000000
Me-262A Schwalbe,	X7,  1, 15.,2,  7a,7d,  3h,4f, 25,0,  3, MP,  000000001010001
M12 150mm GMC Artillery,nil, 0,  2.,0, 10a,2d,  2h,5f, 15,0,  5, Cur, 000000001000000
Katyusha Launcher,	nil, 0,  2.,0, 10a,2d,  2h,6f, 10,0,  5, Tac, 000000001000000
M4A3(76)W Sherman,	X4,  0,  3.,0,  6a,6d,  3h,3f, 12,0,  5, Amp, 000000000000000
Il-10 Shturmovik,	X6,  1, 14.,3, 11a,3d,  3h,6f, 15,0,  0, Rec, 100000001000000
Pe-2,			X6,  1, 14.,3, 13a,2d,  3h,6f, 15,0,  0, Gen, 100000001000000
Sexton Mk.I,		nil, 0,  2.,0, 10a,2d,  2h,5f, 15,0,  5, Cor, 000000001000000
PzKpfw V Panther Ausf A,X7,  0,  2.,0,  7a,6d,  3h,3f, 25,0,  0, Amp, 000000000000000
Ju-87G StuKa,		X7,  1, 10.,1, 11a,2d,  2h,2f, 10,0,  0, Rec, 000000001000001
Glosteor Meteor,	X5,  1, 18.,2,  7a,7d,  3h,3f, 25,0,  0, MP,  100000001010001
IS-2 Stalin,		X6,  0,  2.,0,  7a,7d,  4h,4f, 15,0,  5, Ban, 000000000000000
Comet Mk.I,		X5,  0,  3.,0,  6a,5d,  2h,3f, 15,0,  5, no,  000000000000000
Mosquito Mk.IX,		X5,  1, 16.,2,  5a,6d,  4h,3f, 15,2,  3, Esp, 100000001010001
P-38L Lightning,	X4,  1, 14.,2,  6a,4d,  3h,4f, 15,0,  3, Mat, 100000001010001
Liberty Ship,		nil, 2,  6.,0,  0a,2d,  3h,1f, 10,6,  4, Met, 000000000000000
Destroyer,		nil, 2,  6.,0,  6a,6d,  2h,1f, 20,0,  2, Met, 100000000000001
Cruiser,		nil, 2,  5.,0,  8a,8d,  3h,1f, 30,0,  2, Nav, 100000000000001
Battleship,		nil, 2,  5.,0, 10a,10d, 4h,1f, 40,0,  2, NF,  100000000000001
Type XXI Submarine,	nil, 2,  7.,0, 16a,2d,  3h,2f, 30,0,  2, Phy, 000000000001001
A2/V-1,			nil, 1, 16.,1, 15a,0d,  1h,2f, 10,0,  0, Ldr, 001000000000000
A4/V-2,			nil, 1, 20.,1, 20a,0d,  1h,3f, 15,0,  0, Too, 001000000000000
Hawker Typhoon Mk.IB,	X5,  1, 12.,2,  5a,4d,  3h,6f, 15,0,  3, Esp, 100000001010001
Spitfire Mk.IX,		X5,  1, 10.,2,  4a,4d,  3h,4f, 10,0,  3, Feu, 100000000010001
Mechanised Infantry,	X4,  0,  4.,0,  4a,4d,  3h,1f, 15,0,  5, Ato, 000000001000000
Free French Infantry,	nil, 0,  2.,0,  4a,4d,  3h,2f, 10,0,  1, Pla, 000000001000000
4x2cm AA Gun,		X7,  0,  0.,0,  0a,5d,  3h,1f, 15,0,  1, Pot, 010000000000001
7.5cm PaK 40,		X7,  0,  2.,0,  8a,3d,  2h,4f, 15,0,  0, PT,  000010001000000
76mm AT Gun,		X6,  0,  2.,0,  8a,3d,  2h,4f, 15,0,  0, PT,  000010001000000
Motorised Infantry,	nil, 0,  4.,0,  4a,4d,  2h,2f, 15,0,  5, Env, 000000001000000
KV-85 Voroshilov,	X6,  0,  2.,0,  7a,6d,  3h,3f, 20,0,  5, Amp, 000000000000000
PzKpfw VI Tiger I,	X7,  0,  2.,0,  8a,7d,  3h,3f, 30,0,  0, Ban, 000000000000000
Jagdpanzer IV/70 (V),	X7,  0,  3.,0,  8a,4d,  2h,3f, 20,0,  0, CoL, 000000000000000
M18 Hellcat,		X4,  0,  3.,0,  8a,5d,  2h,4f, 16,0,  5, Exp, 000000000000000
Fallschirmjger,	X7,  0,  2.,0,  5a,5d,  3h,2f, 20,0,  0, CA,  000010000000001
Avro Lancaster,		X5,  1, 22.,3, 18a,2d,  2h,3f, 25,0,  0, Hor, 100000001000001
SU-100 Tank Destroyer,	X6,  0,  3.,0,  8a,5d,  2h,4f, 15,0,  5, CoL, 000000000000000
PzKpfw VI Knigstiger,	X7,  0,  2.,0,  8a,8d,  3h,3f, 35,0,  0, Che, 000000000000000
Achilles Mk.I,		X5,  0,  3.,0,  6a,3d,  2h,3f, 15,0,  5, CoL, 000000000000000
Wolfsschanze,		nil, 0,  0.,0,  0a,8d,  4h,1f, 10,0,  1, no,  010000000000001
Field Marshal,		nil, 0   2.,0,  5a,5d,  2h,1f, 40,0,  1, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Riverbed,	3,1,  0,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Drt
Fortification,	4,4,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Pln
Grassland,	1,2,  2,2,0,   yes, 3, 3, 2,   For, 0,25,  0,  Hil,   ; Grs
Forest,		2,3,  1,1,0,   Pln, 0, 6, 5,   no,  0, 0,  0,  Grs,   ; For
Hills,		4,4,  2,1,0,   no,  0, 0, 0,   yes, 4, 6,  1,  Pln,   ; Hil
Mountains,	6,4,  0,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Mou
Low Lands,	1,2,  2,2,0,   yes, 3, 3, 2,   For, 0,25,  0,  Grs,   ; Tun
Swamp,		4,4,  2,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla
Oil Refinery,	1,3,  0,1,20,  no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Swa
Metropolis,	2,3,  2,3,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Jun
Ocean,		1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Industry,	1,3, 10,5,10,
Bunker,		4,6,  0,0,0,
Grassland,	1,2,  2,2,0,
Lumber Depot,	2,3,  0,3,1,
Mine,		4,4, 10,5,5,
Peak,		6,4,  0,1,0,
Forest,		2,3,  1,1,0,
Supply Depot,	1,2, 20,0,0,
Factories,	1,3, 10,5,10,
Power Plant,	1,3, 10,5,10,
Fishing Grounds,1,2,  3,1,1,
Power Plant,	1,3, 10,5,10,
Bunker,		4,6,  0,0,0,
Grassland,	1,2,  2,2,0,
Lumber Depot,	2,3,  0,3,1,
Mine,		4,4, 10,5,5,
Peak,		6,4,  0,1,0,
Forest,		2,3,  1,1,0,
Supply Depot,	1,2, 20,0,0,
Industrial Park,1,3, 10,5,10,
Factory,	1,3, 10,5,10,
Fishing Grounds,1,2,  3,1,1,




@GOVERNMENTS
Anarchy,	Mr.,		Ms.
Despotism,	Emperor,	Empress
Monarchy,	King,		Queen
Communism,	Comrade,	Comrade
Fascism,	Fhrer,		Fhrer
War Government,	Field Marshal,	Field Marshal
Democracy,	President,	President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Josef Stalin,	   Josef Stalin,	0, 1, 1, Soviet Union,	Soviet,	  1,  1, -1,
None,		   None,		0, 2, 2, None,		None,	  0, -1, -1,
Adolf Hitler,	   Adolf Hitler,	0, 3, 3, Third Reich,	German,	 -1, -1,  1,
None,		   None,		0, 4, 3, None,		None,	 -1, -1,  1,
Dwight Eisenhower, Dwight Eisenhower,	0, 5, 3, United States,	American,-1, -1,  1,
Bernard Montgomery,Bernard Montgomery,	0, 6, 3, Great Britain,	British,  0, -1,  1,
None,		   None,		0, 7, 0, None,		None,	  0,  0, -1,
Josef Stalin,	   Josef Stalin,	0, 1, 1, Soviet Union,	Soviet,	  1,  1, -1,
None,		   None,		0, 2, 2, None,		None,	  0, -1, -1,
Adolf Hitler,	   Adolf Hitler,	0, 3, 3, Third Reich,	German,	 -1, -1,  1,
None,		   None,		0, 4, 3, None,		None,	 -1, -1,  1,
Dwight Eisenhower, Dwight Eisenhower,	0, 5, 3, United States,	American,-1, -1,  1,
Bernard Montgomery,Bernard Montgomery,	0, 6, 3, Great Britain,	British,  0, -1,  1,
None,		   None,		0, 7, 0, None,		None,	  0,  0, -1,
Josef Stalin,	   Josef Stalin,	0, 1, 1, Soviet Union,	Soviet,	  1,  1, -1,
None,		   None,		0, 2, 2, None,		None,	  0, -1, -1,
Adolf Hitler,	   Adolf Hitler,	0, 3, 3, Third Reich,	German,	 -1, -1,  1,
None,		   None,		0, 4, 3, None,		None,	 -1, -1,  1,
Dwight Eisenhower, Dwight Eisenhower,	0, 5, 3, United States,	American,-1, -1,  1,
Bernard Montgomery,Bernard Montgomery,	0, 6, 3, Great Britain,	British,  0, -1,  1,
None,		   None,		0, 7, 0, None,		None,	  0,  0, -1,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Ammunition,
Supplies,
Medical supplies,
Ammunition,
Supplies,
Medical Supplies,
Ammunition,
Rations,
Equipment,
Ammunition,
Medical Supplies,
Rations,
Spare Parts,
Equipment,
Supplies,
Spare Parts,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













